2nd mafia faction (yakuza)
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  1. ISO #1

    2nd mafia faction (yakuza)

    Could have been suggested before since I think I have seen it in forum mafia set ups.

    However, I think it would be really cool to have a yakuza faction (which functions just like another mafia faction).

    They would be function exactly the same yet perhaps the sheriff would get a message of "your target is a member of the yakuza!" instead of mafia.

    Titles could be tweaked to be more fitting but it really wouldn't matter (i assume the yakuza doesnt have a gofather). You could also just have them be a rival mob and still just be called the mafia.

    They would have a separate night chat and could not win with the other mafia group.


    I think it could easily be played with a 9-3-3 setup (2nd maf group instead of neuts) or you could even go with something like 2-2-2-9 (2 pairs of maf, 2 neuts, 9 town).
    In game name: Sam

  2. ISO #2

  3. ISO #3

    Re: 2nd mafia faction (yakuza)

    It is a well liked idea, the problems come in limit of Triggers for randoms are at max as is, to add another mafia set of randoms would be impossible. Also, the near impossibility for balance with the implementation of this.
    There are maybe 2 or 3 saves that could possibly be balanced like this, and no pub on SC2 would ever be able to manage it successfully.

  4. ISO #4

    Re: 2nd mafia faction (yakuza)

    Quote Originally Posted by creedkingsx View Post
    There are maybe 2 or 3 saves that could possibly be balanced like this, and no pub on SC2 would ever be able to manage it successfully.
    I really dont think its that difficult. Making a 9-3-3 should work just fine.


    If it is impossible, however, that is another matter.
    In game name: Sam

  5. ISO #5

    Re: 2nd mafia faction (yakuza)

    Quote Originally Posted by MissingNo View Post
    I really dont think its that difficult. Making a 9-3-3 should work just fine.


    If it is impossible, however, that is another matter.
    To clarify, the options like Random Mafia, Random town, Random Any, we are limited on how many of those, "Random events," or triggers; we can implement within the map. We are, also, at that limit.

  6. ISO #6

    Re: 2nd mafia faction (yakuza)

    What if we took the neutral killing/neutral benign/neutral evil/any random and added a setting to each of them which said "mafia team 2 [x]".

    Which would disable all regular spawns from them and enable a set of mafia team 2 spawns.
    neutral killing= mafia2 killing
    neutral evil= mafia2 support
    neutral benign= mafia2 deception
    any random= mafia 2 random
    In game name: Sam

  7. ISO #7

  8. ISO #8

    Re: 2nd mafia faction (yakuza)

    Quote Originally Posted by Boss View Post
    i dont get how it's limited. can you rexplain that? i'm honestly curious
    Triggers are, from my best understanding, something that causes a random events. We are only allowed a certain amount of Triggers, like Random mafia producing a completely and uncontrollable random role, within the map. We pushed that limit by having 14 sets of random. There used to be 12 when it was basic and adv, but DR decided to see if we could push it to 14 without the map imploding on itself.
    We were lucky. lol

  9. ISO #9

    Re: 2nd mafia faction (yakuza)

    Quote Originally Posted by creedkingsx View Post
    Triggers are, from my best understanding, something that causes a random events. We are only allowed a certain amount of Triggers, like Random mafia producing a completely and uncontrollable random role, within the map. We pushed that limit by having 14 sets of random. There used to be 12 when it was basic and adv, but DR decided to see if we could push it to 14 without the map imploding on itself.
    We were lucky. lol
    Indeed.

 

 

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